forked from sent/waves
485 lines
24 KiB
JavaScript
485 lines
24 KiB
JavaScript
var TimeHandlr;
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(function (TimeHandlr_1) {
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"use strict";
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/**
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* A timed events library intended to provide a flexible alternative to
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* setTimeout and setInterval that respects pauses and resumes. Events (which
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* are really Functions with arguments pre-set) are assigned integer timestamps,
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* and can be set to repeat a number of times determined by a number or callback
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* Function. Functionality to automatically "cycle" between certain classes of
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* an Object is also provided, similar to jQuery's class toggling.
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*/
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var TimeHandlr = (function () {
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/**
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* @param {ITimeHandlrSettings} settings
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*/
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function TimeHandlr(settings) {
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if (settings === void 0) { settings = {}; }
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this.time = 0;
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this.events = {};
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this.timingDefault = settings.timingDefault || 1;
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this.keyCycles = settings.keyCycles || "cycles";
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this.keyClassName = settings.keyClassName || "className";
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this.keyOnClassCycleStart = settings.keyOnClassCycleStart || "onClassCycleStart";
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this.keyDoClassCycleStart = settings.keyDoClassCycleStart || "doClassCycleStart";
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this.keyCycleCheckValidity = settings.keyCycleCheckValidity;
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this.copyCycleSettings = typeof settings.copyCycleSettings === "undefined" ? true : settings.copyCycleSettings;
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this.classAdd = settings.classAdd || this.classAddGeneric;
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this.classRemove = settings.classRemove || this.classRemoveGeneric;
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}
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/* Simple gets
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*/
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/**
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* @return {Number} The current time.
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*/
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TimeHandlr.prototype.getTime = function () {
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return this.time;
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};
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/**
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* @return {Object} The catalog of events, keyed by their time triggers.
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*/
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TimeHandlr.prototype.getEvents = function () {
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return this.events;
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};
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/* Event adding
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*/
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/**
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* Adds an event in a manner similar to setTimeout, though any arguments
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* past the timeDelay will be passed to the event callback. The added event
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* is inserted into the events container and is set to only repeat once.
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*
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* @param {Function} callback The callback to be run after some time.
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* @param {Number} [timeDelay] How long from now to run the callback (by
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* default, 1).
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*/
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TimeHandlr.prototype.addEvent = function (callback, timeDelay) {
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if (timeDelay === void 0) { timeDelay = 1; }
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var args = [];
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for (var _i = 2; _i < arguments.length; _i++) {
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args[_i - 2] = arguments[_i];
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}
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var event;
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// Make sure callback is actually a function
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if (typeof callback !== "function") {
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throw new Error("Invalid event given to addEvent.");
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}
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timeDelay = timeDelay || 1;
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// Add the event to events, then return it
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event = this.createEvent(callback, this.time + timeDelay, timeDelay, args, 1);
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this.insertEvent(event, event.timeDelay);
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return event;
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};
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/**
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* Adds an event in a manner similar to setInterval, though any arguments
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* past the numRepeats will be passed to the event callback. The added event
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* is inserted into the events container and is set to repeat a numRepeat
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* amount of times, though if the callback returns true, it will stop.
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*
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* @param {Function} callback The callback to be run some number of times.
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* If it returns true, repetition stops.
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* @param {Number} [timeDelay] How long from now to run the callback, and
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* how many steps between each call (1 by
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* default).
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* @param {Number} [numRepeats] How many times to run the event. Infinity
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* is an acceptable option (1 by default).
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*/
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TimeHandlr.prototype.addEventInterval = function (callback, timeDelay, numRepeats) {
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if (timeDelay === void 0) { timeDelay = 1; }
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if (numRepeats === void 0) { numRepeats = 1; }
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var args = [];
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for (var _i = 3; _i < arguments.length; _i++) {
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args[_i - 3] = arguments[_i];
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}
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var event, argsParsed;
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// Make sure callback is actually a function
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if (typeof callback !== "function") {
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throw new Error("Invalid event given to addEventInterval.");
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}
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timeDelay = timeDelay || 1;
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numRepeats = numRepeats || 1;
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// Arguments exclude callback, timeDelay, and numRepeats
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argsParsed = Array.prototype.slice.call(arguments, 3);
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// Add the event to events, then return it
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// It may need to have a reference to the event from the function
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event = this.createEvent(callback, this.time + timeDelay, timeDelay, argsParsed, numRepeats);
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callback.event = event;
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this.insertEvent(event, event.timeDelay);
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return event;
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};
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/**
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* Fancy wrapper around this.addEventInterval. It delays starting the event
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* until the current time is modular with the repeat delay, so that all
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* event intervals synched to the same period are in unison. This is useful
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* for things like sprite animations (like Mario blocks) that would look odd
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* when out of sync.
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*
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* @param {Function} callback The callback to be run some number of times.
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* If it returns true, repetition stops.
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* @param {Number} [timeDelay] How long from now to run the callback, and
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* how many steps between each call (1 by
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* default).
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* @param {Number} [numRepeats] How many times to run the event. Infinity
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* is an acceptable option (1 by default).
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* @param {Mixed} thing Some data container to be manipulated. Using the
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* block example, this would be the block itthis.
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* @param {Mixed} settings A container for repetition settings. This
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* appears to only require a .length Number
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* attribute, to calculate the time until launch.
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* In the block example, this would be an Array
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* containing the ordered sprite names of the
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* block (dim, medium, etc.).
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*
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* @todo Rearrange this and setClassCycle to remove the "thing" argument.
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*/
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TimeHandlr.prototype.addEventIntervalSynched = function (callback, timeDelay, numRepeats, thing, settings) {
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var calcTime = timeDelay * settings.length, entryTime = Math.ceil(this.time / calcTime) * calcTime, scope = this, args = Array.prototype.slice.call(arguments), adder = Function.apply.bind(this.addEventInterval, scope, args);
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timeDelay = timeDelay || 1;
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numRepeats = numRepeats || 1;
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// If there's no difference in times, you're good to go
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if (entryTime === this.time) {
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return adder();
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}
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// Otherwise it should be delayed until the time is right
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this.addEvent(adder, entryTime - this.time, scope, args, thing);
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};
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/* General event handling
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*/
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/**
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* Meaty often-called function to increment time and handle all events at
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* the new time. For each event, its callback is run, and if that returned
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* true, or the event's .repeat Number runs out, the event stops repeating.
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*/
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TimeHandlr.prototype.handleEvents = function () {
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var currentEvents, event, length, i;
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this.time += 1;
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currentEvents = this.events[this.time];
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// If there isn't anything to run, don't even bother
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if (!currentEvents) {
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return;
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}
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// For each event currently scheduled:
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for (i = 0, length = currentEvents.length; i < length; ++i) {
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event = currentEvents[i];
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// Call the function, using apply to pass in arguments dynamically
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// If running it returns true, it's done. Otherwise, check the
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// event's .repeat to see if it should repeat.
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if (event.repeat > 0 && !event.callback.apply(this, event.args)) {
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// It may have a count changer (typically keyCycles do that)
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if (event.count_changer) {
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event.count_changer(event);
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}
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// If repeat is a Function, running it determines whether to repeat
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if (event.repeat.constructor === Function) {
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// This is where the event's callback is actually run!
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if (event.repeat.call(event)) {
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event.count += event.timeRepeat;
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this.insertEvent(event, event.timeDelay);
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}
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}
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else {
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// It's a Number: decrement it, and repeat if it's > 0.
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event.repeat = event.repeat - 1;
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if (event.repeat > 0) {
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event.timeDelay += event.timeRepeat;
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this.insertEvent(event, event.timeDelay);
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}
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}
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}
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}
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// Once all these events are done, ignore the memory
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delete this.events[this.time];
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};
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/**
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* Cancels an event by making its .repeat value 0.
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*
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* @param {Event} event The event to cancel.
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*/
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TimeHandlr.prototype.cancelEvent = function (event) {
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event.repeat = 0;
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};
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/**
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* Cancels all events by clearing the events Object.
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*/
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TimeHandlr.prototype.cancelAllEvents = function () {
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this.events = {};
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};
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/**
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* Cancels the class cycle of a thing by finding the cycle under the thing's
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* keyCycles and making it appear to be empty.
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*
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* @param {Mixed} thing The thing (any data structure) whose cycle is to
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* be cancelled.
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* @param {String} name The name of the cycle to be cancelled.
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*/
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TimeHandlr.prototype.cancelClassCycle = function (thing, name) {
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var cycle;
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if (!thing[this.keyCycles] || !thing[this.keyCycles][name]) {
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return;
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}
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cycle = thing[this.keyCycles][name];
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cycle.length = 1;
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cycle[0] = false;
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delete thing[this.keyCycles][name];
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};
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/**
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* Cancels all class keyCycles of a thing under the thing's sycles.
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*
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* @param {Mixed} thing The thing (any data structure) whose keyCycles are to
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* be cancelled.
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*/
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TimeHandlr.prototype.cancelAllCycles = function (thing) {
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var keyCycles = thing[this.keyCycles], cycle, name;
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for (name in keyCycles) {
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if (!keyCycles.hasOwnProperty(name)) {
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continue;
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}
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cycle = keyCycles[name];
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cycle.length = 1;
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cycle[0] = false;
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delete keyCycles[name];
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}
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};
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/* Sprite keyCycles
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*/
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/**
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* Adds a sprite cycle (settings) for a thing, to be referenced by the given
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* name in the thing's keyCycles Object. The sprite cycle switches the thing's
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* class using classAdd and classRemove (which can be given by the user in
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* reset, but default to internally defined Functions).
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*
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* @param {Mixed} thing The object whose class is to be cycled.
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* @param {Mixed} settings A container for repetition settings. This
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* appears to only require a .length Number
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* attribute, so Arrays are optimal. Generally,
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* this should be an Array containing the ordered
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* sprite names to cycle through on the thing.
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* @param {String} name The name of the cycle, to be referenced in the
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* thing's keyCycles Object.
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* @param {Mixed} timing The way to determine how often to do the cycle.
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* This is normally a Number, but can also be a
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* Function (for variable cycle speeds).
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*/
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TimeHandlr.prototype.addClassCycle = function (thing, settings, name, timing) {
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var isTimingFunction = typeof timing === "function", cycle;
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// Make sure the object has a holder for keyCycles...
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if (!thing[this.keyCycles]) {
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thing[this.keyCycles] = {};
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}
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// ...and nothing previously existing for that name
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this.cancelClassCycle(thing, name);
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name = name || "0";
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// Set the cycle under thing[keyCycles][name]
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cycle = thing[this.keyCycles][name] = this.setClassCycle(thing, settings, isTimingFunction ? 0 : timing);
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// If there is a timing function, make it the count changer
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if (cycle.event && isTimingFunction) {
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cycle.event.count_changer = timing;
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}
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// Immediately run the first class cycle, then return
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this.cycleClass(thing, settings);
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return cycle;
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};
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/**
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* Adds a synched sprite cycle (settings) for a thing, to be referenced by
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* the given name in the thing's keyCycles Object, and in tune with all other
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* keyCycles of the same period. The sprite cycle switches the thing's class
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* using classAdd and classRemove (which can be given by the user in reset,
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* but default to internally defined Functions).
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*
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* @param {Mixed} thing The object whose class is to be cycled.
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* @param {Mixed} settings A container for repetition settings. This
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* appears to only require a .length Number
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* attribute, so Arrays are optimal. Generally,
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* this should be an Array containing the ordered
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* sprite names to cycle through on the thing.
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* @param {String} name The name of the cycle, to be referenced in the
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* thing's keyCycles Object.
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* @param {Mixed} timing The way to determine how often to do the cycle.
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* This is normally a Number, but can also be a
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* Function (for variable cycle speeds).
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*/
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TimeHandlr.prototype.addClassCycleSynched = function (thing, settings, name, timing) {
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var cycle;
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// Make sure the object has a holder for keyCycles...
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if (!thing[this.keyCycles]) {
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thing[this.keyCycles] = {};
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}
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// ...and nothing previously existing for that name
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this.cancelClassCycle(thing, name);
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// Set the cycle under thing[keyCycles][name]
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name = name || "0";
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cycle = thing[this.keyCycles][name] = this.setClassCycle(thing, settings, timing, true);
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// Immediately run the first class cycle, then return
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this.cycleClass(thing, thing[this.keyCycles][name]);
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return cycle;
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};
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/**
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* Initialization utility for sprite keyCycles of things. The settings are
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* added at the right time (immediately if not synched, or on a delay if
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* synched).
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*
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* @param {Mixed} thing The object whose class is to be cycled.
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* @param {Mixed} settings A container for repetition settings. This
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* appears to only require a .length Number
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* attribute, so Arrays are optimal. Generally,
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* this should be an Array containing the ordered
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* sprite names to cycle through on the thing.
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* @param {Mixed} timing The way to determine how often to do the cycle.
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* This is normally a Number, but can also be a
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* Function (for variable cycle speeds).
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* @param {Boolean} [synched] Whether the cycle should be in time with all
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* other cycles of the same period, based on
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* modulo of current time (by default, false).
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*/
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TimeHandlr.prototype.setClassCycle = function (thing, settings, timing, synched) {
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if (synched === void 0) { synched = false; }
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var scope = this, callback;
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// If required, make a copy of settings so if multiple objects are made
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// with the same settings, object, they don't override each other's
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// attributes: particularly settings.loc.
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if (this.copyCycleSettings) {
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settings = this.makeSettingsCopy(settings);
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}
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// Start off before the beginning of the cycle
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settings.loc = settings.oldclass = -1;
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callback = synched ? this.addEventIntervalSynched : this.addEventInterval;
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callback = callback.bind(scope);
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// Let the object know to start the cycle when needed
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thing[this.keyOnClassCycleStart] = function () {
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callback(scope.cycleClass, timing || scope.timingDefault, Infinity, thing, settings);
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};
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// If it should already start, do that
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if (thing[this.keyDoClassCycleStart]) {
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thing[this.keyOnClassCycleStart]();
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}
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return settings;
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};
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/**
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* Moves an object from its current class in the sprite cycle to the next.
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* If the next object is === false, or the repeat function returns false,
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* stop by returning true.
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*
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* @param {Mixed} thing The object whose class is to be cycled.
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* @param {Mixed} settings A container for repetition settings. This
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* appears to only require a .length Number
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* attribute, so Arrays are optimal. Generally,
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* this should be an Array containing the ordered
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* sprite names to cycle through on the thing.
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* @return {Boolean} Whether the class cycle should stop (normally false).
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*/
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TimeHandlr.prototype.cycleClass = function (thing, settings) {
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var current, name;
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// If anything has been invalidated, return true to stop
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if (!thing || !settings || !settings.length || (this.keyCycleCheckValidity && !thing[this.keyCycleCheckValidity])) {
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return true;
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}
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// Get rid of the previous class, from settings (-1 by default)
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if (settings.oldclass !== -1 && settings.oldclass !== "") {
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this.classRemove(thing, settings.oldclass);
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}
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// Move to the next location in settings, as a circular list
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settings.loc = (settings.loc += 1) % settings.length;
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// Current is the sprite, bool, or function currently added and/or run
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current = settings[settings.loc];
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// If it isn't falsy, (run if needed and) set it as the next name
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if (current) {
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if (current.constructor === Function) {
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name = current(thing, settings);
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}
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else {
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name = current;
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}
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// If the next name is a string, set that as the old class, and add it
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if (typeof name === "string") {
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settings.oldclass = name;
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this.classAdd(thing, name);
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return false;
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}
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else {
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// For non-strings, return stop if the name evaluated to be false
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return (name === false);
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}
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}
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else {
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// Since current was falsy, stop if it's explicitly === false
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return (current === false);
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}
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};
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/* Utility functions
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*/
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/**
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* Basic factory for Events.
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*
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* @constructor
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* @param {Function} callback The callback to be run when time is equal to
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* this event's key in events.
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* @param {Number} timeDelay The time at which to call this event.
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* @param {Number} timeRepeat How long between calls (irrelevant if repeat
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* is 1, but useful for re-adding).
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* @param {Array} args Arguments for the callback to be run with.
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* @param {Number} repeat How many times this should repeat. Infinity is
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* an acceptable option.
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*/
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TimeHandlr.prototype.createEvent = function (callback, timeDelay, timeRepeat, args, repeat) {
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return {
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"callback": callback,
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"timeDelay": timeDelay,
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"timeRepeat": timeRepeat,
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"args": args,
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"repeat": repeat,
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"count": 0
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};
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};
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/**
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* Quick handler to add an event to events at a particular time. If the time
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* doesn't have any events listed, a new Array is made to hold this event.
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*
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* @param {Event} event
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* @param {Number} time
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*/
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TimeHandlr.prototype.insertEvent = function (event, time) {
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if (!this.events[time]) {
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this.events[time] = [event];
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}
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else {
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this.events[time].push(event);
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}
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return this.events[time];
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};
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/**
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* Creates a copy of an Object/Array. This is useful for passing settings
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* Objects by value instead of reference.
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*
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* @param {Mixed} original
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*/
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TimeHandlr.prototype.makeSettingsCopy = function (original) {
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var output = new original.constructor(), i;
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for (i in original) {
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if (original.hasOwnProperty(i)) {
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output[i] = original[i];
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}
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}
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return output;
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};
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/**
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* Default classAdd Function, modeled off HTML elements' classes.
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*
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* @param {Mixed} element The element whose class is being modified.
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* @param {String} str The String to be added to the thing's class.
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|
*/
|
|
TimeHandlr.prototype.classAddGeneric = function (element, str) {
|
|
element[this.keyClassName] += " " + str;
|
|
};
|
|
/**
|
|
* Default classRemove Function, modeled off HTML elements' classes.
|
|
*
|
|
* @param {Mixed} element The element whose class is being modified.
|
|
* @param {String} str The String to be removed from the thing's class.
|
|
*/
|
|
TimeHandlr.prototype.classRemoveGeneric = function (element, str) {
|
|
element[this.keyClassName] = element[this.keyClassName].replace(str, "");
|
|
};
|
|
return TimeHandlr;
|
|
})();
|
|
TimeHandlr_1.TimeHandlr = TimeHandlr;
|
|
})(TimeHandlr || (TimeHandlr = {}));
|